Sedacthy Speaker

Level 6
Creature· amphibiousMediumRemaster
AC
23
HP
95
Speed
20 ft.
Perception
+15
Fort
+14
Ref
+13
Will
+15
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Skills athletics +16, intimidation +15, nature +15, crafting +14, diplomacy +13
Other Speeds swim 40 ft.
Recall Knowledge DC 22 (society)

Attacks

Melee Claw +16 (agile, unarmed), Damage 1d6+8 slashing
Melee Jaws +16 (unarmed), Damage 1d4 bleed plus 1d6+8 piercing
Melee Trident +17 (magical), Damage 1d8+10 piercing
Melee Trident +14 (magical, thrown 20 ft.), Damage 1d8+8 piercing

Abilities

Sea Speechinteraction

A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.

Wavesense (Imprecise) 30 feetinteraction
Speaker's Privilege

Trigger The sedacthy speaker takes damage

Requirements The sedacthy speaker has cover from an animal ally


Effect The animal takes the damage instead.

Animal Shield

Requirements The sedacthy speaker is adjacent to a Large or larger animal ally


Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.

Exploit Weakness

The speaker's Strikes deal 1d6 additional damage to creatures that are Frightened or Sickened.

Painful Cry◆◆

The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic 1d6 mental to all creatures in a 30-foot area, with a DC 23 fortitude save. A creature that fails its save is Sickened 1.

Shared Feast◆◆

The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.

Swim Together◆◆

Requirements The speaker is adjacent to an animal ally


Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.